﻿using Godot.core.os;

namespace Godot.core.io
{
    public class DirAccessPack : DirAccess
    {
        public override bool list_dir_begin()
        {
            throw new System.NotImplementedException();
        }

        public override string get_next()
        {
            throw new System.NotImplementedException();
        }

        public override bool current_is_dir()
        {
            throw new System.NotImplementedException();
        }

        public override bool list_dir_end()
        {
            throw new System.NotImplementedException();
        }

        public override int get_drive_count()
        {
            throw new System.NotImplementedException();
        }

        public override string get_drive(int p_drive)
        {
            throw new System.NotImplementedException();
        }

        public override Error change_dir(string p_dir)
        {
            throw new System.NotImplementedException();
        }

        public override string get_current_dir()
        {
            throw new System.NotImplementedException();
        }

        public override Error make_dir(string p_dir)
        {
            throw new System.NotImplementedException();
        }

        public override bool file_exists(string p_file)
        {
            throw new System.NotImplementedException();
        }

        public override uint get_space_left()
        {
            throw new System.NotImplementedException();
        }

        public override Error rename(string p_from, string p_to)
        {
            throw new System.NotImplementedException();
        }

        public override Error remove(string p_name)
        {
            throw new System.NotImplementedException();
        }
    }
}
